Files
OpenRA/OpenRA.Mods.Common/Scripting/Properties/ProductionProperties.cs
2019-12-13 23:51:03 +01:00

301 lines
9.4 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2019 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation, either version 3 of
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
using System;
using System.Collections.Generic;
using System.Linq;
using Eluant;
using OpenRA.Mods.Common.Activities;
using OpenRA.Mods.Common.Traits;
using OpenRA.Primitives;
using OpenRA.Scripting;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Scripting
{
[ScriptPropertyGroup("Production")]
public class ProductionProperties : ScriptActorProperties, Requires<ProductionInfo>
{
readonly Production[] productionTraits;
public ProductionProperties(ScriptContext context, Actor self)
: base(context, self)
{
productionTraits = self.TraitsImplementing<Production>().ToArray();
}
[ScriptActorPropertyActivity]
[Desc("Build a unit, ignoring the production queue. The activity will wait if the exit is blocked.",
"If productionType is nil or unavailable, then an exit will be selected based on Buildable info.")]
public void Produce(string actorType, string factionVariant = null, string productionType = null)
{
ActorInfo actorInfo;
if (!Self.World.Map.Rules.Actors.TryGetValue(actorType, out actorInfo))
throw new LuaException("Unknown actor type '{0}'".F(actorType));
Self.QueueActivity(new WaitFor(() =>
{
// Go through all available traits and see which one successfully produces
foreach (var p in productionTraits)
{
if (!string.IsNullOrEmpty(productionType) && !p.Info.Produces.Contains(productionType))
continue;
var inits = new TypeDictionary
{
new OwnerInit(Self.Owner),
new FactionInit(factionVariant ?? BuildableInfo.GetInitialFaction(actorInfo, p.Faction))
};
if (p.Produce(Self, actorInfo, productionType, inits))
return true;
}
// We didn't produce anything, wait until we do
return false;
}));
}
}
[ScriptPropertyGroup("Production")]
public class RallyPointProperties : ScriptActorProperties, Requires<RallyPointInfo>
{
readonly RallyPoint rp;
public RallyPointProperties(ScriptContext context, Actor self)
: base(context, self)
{
rp = self.Trait<RallyPoint>();
}
[Desc("Query or set a factory's rally point.")]
public CPos RallyPoint
{
get { return rp.Path.Last(); }
set { rp.Path = new List<CPos> { value }; }
}
}
[ScriptPropertyGroup("Production")]
public class PrimaryBuildingProperties : ScriptActorProperties, Requires<PrimaryBuildingInfo>
{
readonly PrimaryBuilding pb;
public PrimaryBuildingProperties(ScriptContext context, Actor self)
: base(context, self)
{
pb = self.Trait<PrimaryBuilding>();
}
[Desc("Query or set the factory's primary building status.")]
public bool IsPrimaryBuilding
{
get { return pb.IsPrimary; }
set { pb.SetPrimaryProducer(Self, value); }
}
}
[ScriptPropertyGroup("Production")]
public class ProductionQueueProperties : ScriptActorProperties, Requires<ProductionQueueInfo>, Requires<ScriptTriggersInfo>
{
readonly ProductionQueue[] queues;
readonly ScriptTriggers triggers;
public ProductionQueueProperties(ScriptContext context, Actor self)
: base(context, self)
{
queues = self.TraitsImplementing<ProductionQueue>().Where(q => q.Enabled).ToArray();
triggers = TriggerGlobal.GetScriptTriggers(self);
}
[Desc("Build the specified set of actors using a TD-style (per building) production queue. " +
"The function will return true if production could be started, false otherwise. " +
"If an actionFunc is given, it will be called as actionFunc(Actor[] actors) once " +
"production of all actors has been completed. The actors array is guaranteed to " +
"only contain alive actors.")]
public bool Build(string[] actorTypes, LuaFunction actionFunc = null)
{
if (triggers.HasAnyCallbacksFor(Trigger.OnProduction))
return false;
var queue = queues.Where(q => actorTypes.All(t => GetBuildableInfo(t).Queue.Contains(q.Info.Type)))
.FirstOrDefault(q => !q.AllQueued().Any());
if (queue == null)
return false;
if (actionFunc != null)
{
var player = Self.Owner;
var squadSize = actorTypes.Length;
var squad = new List<Actor>();
var func = actionFunc.CopyReference() as LuaFunction;
Action<Actor, Actor> productionHandler = (_, __) => { };
productionHandler = (factory, unit) =>
{
if (player != factory.Owner)
{
triggers.OnProducedInternal -= productionHandler;
return;
}
squad.Add(unit);
if (squad.Count >= squadSize)
{
using (func)
using (var luaSquad = squad.Where(u => !u.IsDead).ToArray().ToLuaValue(Context))
func.Call(luaSquad).Dispose();
triggers.OnProducedInternal -= productionHandler;
}
};
triggers.OnProducedInternal += productionHandler;
}
foreach (var actorType in actorTypes)
queue.ResolveOrder(Self, Order.StartProduction(Self, actorType, 1));
return true;
}
[Desc("Check whether the factory's production queue that builds this type of actor is currently busy. " +
"Note: it does not check whether this particular type of actor is being produced.")]
public bool IsProducing(string actorType)
{
if (triggers.HasAnyCallbacksFor(Trigger.OnProduction))
return true;
return queues.Where(q => GetBuildableInfo(actorType).Queue.Contains(q.Info.Type))
.Any(q => q.AllQueued().Any());
}
BuildableInfo GetBuildableInfo(string actorType)
{
var ri = Self.World.Map.Rules.Actors[actorType];
var bi = ri.TraitInfoOrDefault<BuildableInfo>();
if (bi == null)
throw new LuaException("Actor of type {0} cannot be produced".F(actorType));
else
return bi;
}
}
[ScriptPropertyGroup("Production")]
public class ClassicProductionQueueProperties : ScriptPlayerProperties, Requires<ClassicProductionQueueInfo>, Requires<ScriptTriggersInfo>
{
readonly Dictionary<string, Action<Actor, Actor>> productionHandlers;
readonly Dictionary<string, ClassicProductionQueue> queues;
public ClassicProductionQueueProperties(ScriptContext context, Player player)
: base(context, player)
{
productionHandlers = new Dictionary<string, Action<Actor, Actor>>();
queues = new Dictionary<string, ClassicProductionQueue>();
foreach (var q in player.PlayerActor.TraitsImplementing<ClassicProductionQueue>().Where(q => q.Enabled))
queues.Add(q.Info.Type, q);
Action<Actor, Actor> globalProductionHandler = (factory, unit) =>
{
if (factory.Owner != player)
return;
var queue = GetBuildableInfo(unit.Info.Name).Queue.First();
if (productionHandlers.ContainsKey(queue))
productionHandlers[queue](factory, unit);
};
var triggers = TriggerGlobal.GetScriptTriggers(player.PlayerActor);
triggers.OnOtherProducedInternal += globalProductionHandler;
}
[Desc("Build the specified set of actors using classic (RA-style) production queues. " +
"The function will return true if production could be started, false otherwise. " +
"If an actionFunc is given, it will be called as actionFunc(Actor[] actors) once " +
"production of all actors has been completed. The actors array is guaranteed to " +
"only contain alive actors. Note: This function will fail to work when called " +
"during the first tick.")]
public bool Build(string[] actorTypes, LuaFunction actionFunc = null)
{
var typeToQueueMap = new Dictionary<string, string>();
foreach (var actorType in actorTypes.Distinct())
typeToQueueMap.Add(actorType, GetBuildableInfo(actorType).Queue.First());
var queueTypes = typeToQueueMap.Values.Distinct();
if (queueTypes.Any(t => !queues.ContainsKey(t) || productionHandlers.ContainsKey(t)))
return false;
if (queueTypes.Any(t => queues[t].AllQueued().Any()))
return false;
if (actionFunc != null)
{
var squadSize = actorTypes.Length;
var squad = new List<Actor>();
var func = actionFunc.CopyReference() as LuaFunction;
Action<Actor, Actor> productionHandler = (factory, unit) =>
{
squad.Add(unit);
if (squad.Count >= squadSize)
{
using (func)
using (var luaSquad = squad.Where(u => !u.IsDead).ToArray().ToLuaValue(Context))
func.Call(luaSquad).Dispose();
foreach (var q in queueTypes)
productionHandlers.Remove(q);
}
};
foreach (var q in queueTypes)
productionHandlers.Add(q, productionHandler);
}
foreach (var actorType in actorTypes)
{
var queue = queues[typeToQueueMap[actorType]];
queue.ResolveOrder(queue.Actor, Order.StartProduction(queue.Actor, actorType, 1));
}
return true;
}
[Desc("Check whether the production queue that builds this type of actor is currently busy. " +
"Note: it does not check whether this particular type of actor is being produced.")]
public bool IsProducing(string actorType)
{
var queue = GetBuildableInfo(actorType).Queue.First();
if (!queues.ContainsKey(queue))
return true;
return productionHandlers.ContainsKey(queue) || queues[queue].AllQueued().Any();
}
BuildableInfo GetBuildableInfo(string actorType)
{
var ri = Player.World.Map.Rules.Actors[actorType];
var bi = ri.TraitInfoOrDefault<BuildableInfo>();
if (bi == null)
throw new LuaException("Actor of type {0} cannot be produced".F(actorType));
else
return bi;
}
}
}